Addictive Deathmatch Series for Doom ][, parts 1-8

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Kill your friends, laughing sadistically on their hopeless efforts when they try to escape you. Oh, almost forgot: These places look good, too!

There's three demos we recorded after 4am, when the fragfest had been going on for 8 hours or so... There's some misreacting, but who cares? :)

All you guys who read this online in the net: this is the best looking deathmatch wad you'll ever find there. I used plenty of cool 3-d effects which make these levels look more like Quake than ordinary Doom2 levels...

Yes, I HAVE Quake. Uh, well, I think some of these levels are more detailed than Quake levels, so they don't look too much like Quake after all. :)

There's three demos we recorded after 4am, when the
fragfest had been going on for 8 hours or so...
There's some misreacting, but who cares? :)

All you guys who read this online in the net:
this is the best looking deathmatch wad you'll ever
find there. I used plenty of cool 3-d effects which
make these levels look more like Quake than ordinary
Doom2 levels...

Yes, I HAVE Quake. Uh, well, I think some of these
levels are more detailed than Quake levels, so they
don't look too much like Quake after all. :)

Map information:

Map01: The Great Hall
This is rather small shotguns-only level, mainly for 2-player game... But if
you need truly non-stop action, try with 4 players. But that really needs IPX
network, 4-player game with 14400 modems is SLOW! (So all you BBS players,
the later maps are for you... the large size helps the slowness)

Map02: Red Cross ?
This is a bit larger, more outdoor style level; ROCKS in 4-player game if you
have faster network than slow modems... Then a little hint: The red cross can
give you a super shotgun... (or chaingun or berserk, depends on diff.level)

Map03: Claustrophobia
Have you ever been deathmatching in a place where there's simply no room to
make a good evasive movement? If not, this is something new to you. The level
is a small castle with narrow passageways and plenty of good snipe spots...
The way to win is to make good use of the environment. (And not get stuck in a
little room when a shotgun-addicted deathmatch terminator is on your back...)

Map04: Killer's Instict
This is the most "quakish" level of the series... Mainly indoors, and cool
architecture. In 4-player game you'll get great mass-meetings at the place
where's chainguns... One starting place contains a secret, you can find the
berserk and an extra armor.

Map05: The Tower
This one I made because the others are not always big enough for 4 players,
I mean good players... So this is bigger, containing more weapons and stuff.
The main tower is the only way to get the megasphere and plasma gun... But
these two can be "blocked" :)

Map06: X Rivers
I hadn't used the real-3d bridge effects in a deathmatch wad before, so I did
this. The map is large enough for 4 players, but it doesn't have the plasma
gun. There's a supercharge in the middle, and it'll surely lure many players
to their deaths... Also, it's often useful to collect the chainsaw before
going for the rocket launcher (you'll see why ;)

Map07: Deadly Architecture
This level has five different buildings... the one in the middle has dozens of
windows, and it looks like a sniper's paradise: From the two "towers" you can
see (and shoot) everything... But after all, it's very likely that somebody
gets behind you - with a rocket launcher!

Map08: Snipe spots :)
Hehe, OK, I know there's better names in existence. But this describes the
level well enough. Basically, this map is a large open area with a tower in
the middle, high ledges leading to other buildings. Again, the level is full
of pillars, windows, stairs etc. But this time, everything can be seen at
once! God knows why it doesn't crash. :)

New level WAD (+graphics, +demos)
PLUS a wad with new musics, selected from Ultimate Doom.

* Play Information *

Map # : Map 01 - Map 08
Single Player : Yes, but WHY? No reason for it!
Cooperative 2-4 Player : Yes... but again, it's totally unnecessary.
Deathmatch 2-4 Player : Yes, this is the real thing!
Difficulty Settings : For variance in weapons... see weapon info.
New Sounds : No
New Music : In the ADDMUS.WAD
New Graphics : Status bar, Title pic etc. and a few textures.
Demos Replaced : All three.

* Construction *

Base : New levels from scratch
Musics from Ultimate Doom
Build Time : 2-6 hours per level.
Editor(s) used : Waded 1.83beta
DETH for texture aligning :)
BSP1.5x
Graphic and misc.editors: Deluxe Paint, Image Alchemy, GWS, Wintex, Deusf
Known Bugs : Nope. Or.. well, you can see the sky flickering in
one place in the 5th level... you'll hardly ever go
there, though. I couldn't fix this without reducing
details which make the level so good...

May Not Run With... : Duke Nukem 3d
(Knowing what age most dukers are, this must be said)
[Nope, I don't like Duke]

In other Doom ][ versions than 1.9 you can't see the
demos... So when you start this in single-game for
looking around, press enter IMMEDIATELY at the title
screen, or use "-warp" option.

* Copyright / Permissions *

Authors may NOT use this wad as a base to build additional
levels. But its ideas are PD. If you want to use my levels in
a DM-level collection cd-rom or something similar, or want to
use my status bar in your wad, PLEASE contact me first! If you
do anything to my wads without my permission, YOU WILL BE
TERMINATED VIOLENTLY!

One guy claimed to have made this wad by himself. What happened to him,
is censored... <evil grin>

You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact. But add the new ftp sites when distributing...

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Once voted greatest mapper of all time, Iikka has a talent for architecture and although I have no idea how well these play in a deathmatch, it's a joy just to wander around looking at them - it's no surprise that he went on to work in the game industry, contributing to games such as Half Life 2. Most of the levels consist of fortress/castle structures, and they're very reminiscent of the two levels (MAP06,27) that he later contributed to GothicDM - which might be seen as a perfection of this style.

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I'm surprised this wad had no reviews considering who made it. Anyway, these are some of the best-looking levels I've seen from 1996(!), but most of them just don't flow that well in deathmatch. You might disagree though, so try it out. 4/5

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File Reviews

I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. I was a bit disappointed, I was expecting worse LoL.

Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.
this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?
WRONG
while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.
it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.

More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.